editor_and_docs_localization.rst 19 KB

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  1. .. _doc_editor_and_docs_localization:
  2. Editor and documentation localization
  3. =====================================
  4. .. highlight:: none
  5. Godot aims to make game development available to everyone, including people who
  6. may not know or be comfortable with English. Therefore, we do our best to make
  7. the most important resources available in many languages, thanks to the
  8. translation effort of the community.
  9. These resources include:
  10. 1. The `Godot editor's interface <https://hosted.weblate.org/projects/godot-engine/godot/>`__.
  11. 2. The `class reference <https://hosted.weblate.org/projects/godot-engine/godot-class-reference/>`__,
  12. available both online and in the editor.
  13. 3. The `online documentation <https://hosted.weblate.org/projects/godot-engine/godot-docs/>`__
  14. (editor manual and tutorials).
  15. To manage translations, we use the GNU gettext file format (``PO`` files), and
  16. the open source `Weblate <https://weblate.org>`__ web-based localization
  17. platform, which allows easy collaboration of many contributors to complete the
  18. translation for the various components, and keep them up to date. Click the bold
  19. links above to access each resource on Weblate.
  20. This page gives an overview of the general translation workflow on Weblate, and
  21. some resource-specific instructions on e.g. how to handle some keywords or the
  22. localization of images.
  23. .. tip::
  24. Translating all the official Godot content is a massive undertaking, so we
  25. advise prioritizing the resources as they are listed above: first the editor
  26. interface, then the class reference, then the online documentation.
  27. Using Weblate for translations
  28. ------------------------------
  29. While our translations eventually reside in the Git repositories of the Godot
  30. engine and its documentation, all translation updates are handled through
  31. Weblate, and thus direct pull requests to the Git repositories are not accepted.
  32. Translations are synced manually between Weblate and the Godot repositories by
  33. maintainers.
  34. You should therefore `register on Weblate <https://hosted.weblate.org/accounts/register/>`__
  35. to contribute to Godot's translations.
  36. Once signed in, browse to the Godot resource which you want to contribute to (in
  37. this page we will use the `editor translation <https://hosted.weblate.org/projects/godot-engine/godot/>`__
  38. as an example) to find the list of all languages:
  39. .. image:: img/l10n_01_language_list.png
  40. .. seealso::
  41. Feel free to consult Weblate's own documentation on the `translation
  42. workflow <https://docs.weblate.org/en/latest/user/translating.html>`__ for
  43. more details.
  44. Adding a new language
  45. ^^^^^^^^^^^^^^^^^^^^^
  46. If your language is already listed, click on its name to access the overview,
  47. and skip the rest of this section.
  48. If your language is not listed, scroll to the bottom of the list of languages
  49. and click the "Start new translation" button, and select the language you want
  50. to translate to:
  51. .. image:: img/l10n_02_new_translation.png
  52. .. important::
  53. If your language is spoken in several countries with only limited regional
  54. variations, please consider adding it with its generic variant (e.g. ``fr``
  55. for French) instead of a regional variant (e.g. ``fr_FR`` for French
  56. (France), ``fr_CA`` for French (Canada), or ``fr_DZ`` for French (Algeria)).
  57. Godot has a huge amount of content to translate, so duplicating the work for
  58. regional variants should only be done if the language variations are
  59. significant enough. Additionally, if a translation is done with for a
  60. regional variant, it will only be available automatically for users located
  61. in this region (or having their system language configured for this region).
  62. When regional variations are significant enough to warrant separate
  63. translations, we advise to focus on completing a generic variant first if
  64. possible, then duplicate the fully completed translation for regional
  65. variants and do the relevant edits. This is typically a good strategy for
  66. e.g. Spanish (work on ``es`` first, then duplicate it to ``es_AR``,
  67. ``es_ES``, ``es_MX``, etc. if necessary) or Portuguese (``pt_BR`` vs
  68. ``pt_PT``).
  69. Translation interface
  70. ^^^^^^^^^^^^^^^^^^^^^
  71. Once a language has been selected, you will see an overview of the translation
  72. status, including how many strings are left to translate or review. Each item
  73. can be clicked and used to browse through the corresponding list. You can also
  74. click the "Translate" button to get started on the list of strings needing
  75. action.
  76. .. image:: img/l10n_03_translation_overview.png
  77. After selecting a list of clicking "Translate", you will see the main
  78. translation interface where all the work happens:
  79. .. image:: img/l10n_04_translation_interface.png
  80. On that page, you have:
  81. - A toolbar which lets you cycle through strings of the current list, change
  82. to another predefined list or do a custom search, etc. There is also a "Zen"
  83. editing mode with a simplified interface.
  84. - The actual string you are working on in the "Translation" panel. By default,
  85. there should be the English source string and an edit box for your language.
  86. If you are familiar with other languages, you can add them in your user
  87. settings to give you more context for translation.
  88. Once you are done editing the current string, press "Save" to confirm changes
  89. and move to the next entry. Alternatively, use the "Skip" button to skip it.
  90. The "Needs editing" checkbox means that the original string was updated, and
  91. the translation therefore needs review to take those changes into account (in
  92. PO jargon, these are so-called "fuzzy" strings). Such strings won't be used
  93. in the translation until fixed.
  94. - The bottom panel has various tools which can help with the translation
  95. effort, such as context from nearby strings (usually from the same editor
  96. tool or documentation page, so they might use similar terms), comments from
  97. other translators, machine translations, and a list of all other existing
  98. translations for that string.
  99. - On the top right, the glossary shows terms for which an entry has been added
  100. previously, and which are included in the current string. For example, if
  101. you decided with fellow translators to use a specific translation for the
  102. "node" term in Godot, you can add it to the glossary to ensure that other
  103. translators use the same convention.
  104. - The bottom right panel includes information on the source string. The most
  105. relevant item is the "source string location", which links you to the
  106. original string on GitHub. You may need to search for the string in the page
  107. to locate it and its surrounding context.
  108. Locating original content
  109. -------------------------
  110. PO files are an ordered list of source strings (``msgid``) and their translation
  111. (``msgstr``), and by default, Weblate will present the strings in that order. It
  112. can therefore be useful to understand how the content is organized in the PO
  113. files to help you locate the original content and use it as a reference when
  114. translating.
  115. .. important::
  116. It is primordial to use the original context as reference when translating,
  117. as many words have several possible translations depending on the context.
  118. Using the wrong translation can actually be detrimental to the user and make
  119. things harder to understand than if they stayed in English.
  120. Using the context also makes the translation effort much easier and more
  121. enjoyable, as you can see directly if the translation you wrote will make
  122. sense in context.
  123. - The editor interface's translation template is generated by parsing all the
  124. C++ source code in **alphabetical order**, so all the strings defined in a
  125. given file will be grouped together. For example, if the "source string
  126. location" indicates ``editor/code_editor.cpp``, the current string (and the
  127. nearby ones) is defined in the ``editor/code_editor.cpp`` code file, and is
  128. thereby related to the code editors in Godot (GDScript, shaders).
  129. - The online documentation's translation template is generated from the source
  130. RST files in the same order as seen in the **table of contents**, so for
  131. example the first strings are from the front page of the documentation.
  132. The recommended workflow is therefore to find a unique string corresponding to
  133. a page that you want to translate, and then translate all the strings with the
  134. same source string location while comparing with the online version of that
  135. page in English. An example of source string location could be
  136. ``getting_started/step_by_step/nodes_and_scenes.rst`` for the
  137. page :ref:`doc_nodes_and_scenes`.
  138. - The class reference's translation template is generated from the source XML
  139. files in **alphabetical order**, which is also the same as the order of the
  140. table of contents for the online version. You can therefore locate the source
  141. string corresponding to the brief description of a given class to find the
  142. first string to translate and all other descriptions from that class should be
  143. in the subsequent strings on Weblate. For example, the descriptions for the
  144. :ref:`class_Node2D` class would have the source string location
  145. ``doc/classes/Node2D.xml``.
  146. A handy tool to locate specific pages/classes is to use Weblate's advanced
  147. search feature, and especially the "Location strings" query (which can also be
  148. used with the ``location:`` token, e.g. ``location:nodes_and_scenes.rst``):
  149. .. image:: img/l10n_05_search_location.png
  150. .. image:: img/l10n_06_browse_by_location.png
  151. .. note::
  152. When a given source string is used in multiple source locations, they will
  153. all be concatenated into one. For example, the above
  154. ``location:nodes_and_scenes.rst`` query would land first on the
  155. "Introduction" source string which is used in dozens of pages, including
  156. some that come before ``nodes_and_scenes.rst`` in the template. Clicking the
  157. "Next" button then brings us to the "Scene and nodes" title string displayed
  158. above.
  159. So it may happen that a given paragraph or section title is not at the
  160. location you'd expect it when reading the online version of a page.
  161. Respecting the markup syntax
  162. ----------------------------
  163. Each translation resource originates from a different source code format, and
  164. having some notions on the markup language used for each resource is important
  165. to avoid creating syntax errors in your translations.
  166. Editor interface (C++)
  167. ^^^^^^^^^^^^^^^^^^^^^^
  168. The editor translations originate from C++ strings, and may use:
  169. - **C format specifiers** such as ``%s`` (a string) or ``%d`` (a number). These
  170. specifiers are replaced by content at runtime, and should be preserved and
  171. placed in your translation where necessary for it to be meaningful after
  172. substitution. You may need to refer to the source string location to
  173. understand what kind of content will be substituted if it's not clear from the
  174. sentence. Example (``%s`` will be substituted with a file name or path)::
  175. # PO file:
  176. "There is no '%s' file."
  177. # Weblate:
  178. There is no '%s' file.
  179. - **C escape characters** such as ``\n`` (line break) or ``\t`` (tabulation). In
  180. the Weblate editor, the ``\n`` characters are replaced by ``↵`` (return) and
  181. ``\t`` by ``↹``. Tabs are not used much, but you should make sure to use line
  182. breaks in the same way as the original English string (Weblate will issue a
  183. warning if you don't). Line breaks might sometimes be used for vertical
  184. spacing, or manual wrapping of long lines which would otherwise be too long
  185. especially in the editor translation). Example::
  186. # PO file:
  187. "Scene '%s' is currently being edited.\n"
  188. "Changes will only take effect when reloaded."
  189. # Weblate:
  190. Scene '%s' is currently being edited.↵
  191. Changes will only take effect when reloaded.
  192. .. note::
  193. Only logical order of the characters matters, in the right-to-left text, format
  194. specifiers may be displayed as ``s%``.
  195. Online documentation (RST)
  196. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  197. The documentation translations originate from reStructuredText (RST) files,
  198. which also use their own markup syntax to style text, create internal and
  199. external links, etc. Here are some examples::
  200. # "development" is styled bold.
  201. # "Have a look here" is a link pointing to https://docs.godotengine.org/en/latest.
  202. # You should translate "Have a look here", but not the URL, unless there is
  203. # a matching URL for the same content in your language.
  204. # Note: The `, <, >, and _ characters all have a meaning in the hyperlink
  205. # syntax and should be preserved.
  206. Looking for the documentation of the current **development** branch?
  207. `Have a look here <https://docs.godotengine.org/en/latest>`_.
  208. # "|supported|" is an inline reference to an image and should stay unchanged.
  209. # "master" uses the markup for inline code, and will be styled as such.
  210. # Note: Inline code in RST uses 2 backticks on each side, unlike Markdown.
  211. # Single backticks are used for hyperlinks.
  212. |supported| Backwards-compatible new features (backported from the ``master``
  213. branch) as well as bug, security, and platform support fixes.
  214. # The :ref: Sphinx "role" is used for internal references to other pages of
  215. # the documentation.
  216. # It can be used with only the reference name of a page (which should not be
  217. # changed), in which case the title of that page will be displayed:
  218. See :ref:`doc_ways_to_contribute`.
  219. # Or it can be used with an optional custom title, which should thus be translated:
  220. See :ref:`how to contribute <doc_ways_to_contribute>`.
  221. # You may encounter other Sphinx roles, such as :kbd: used for shortcut keys.
  222. # You can translate the content between backticks to match the usual key names,
  223. # if it's different from the English one.
  224. Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/Linux
  225. or :kbd:`Cmd + S` on macOS.
  226. .. seealso::
  227. See Sphinx's `reStructured Text primer <https://www.sphinx-doc.org/en/master/usage/restructuredtext/basics.html>`__
  228. for a quick overview of the markup language you may find in source strings.
  229. You may encounter especially the inline markup (bold, italics, inline code)
  230. and the internal and external hyperlink markup.
  231. Class reference (BBCode)
  232. ^^^^^^^^^^^^^^^^^^^^^^^^
  233. The class reference is documented in the main Godot repository using XML files,
  234. and with BBCode-like markup for styling and internal references.
  235. Some of the tags used are from the original BBCode (e.g. ``[b]Bold[/b]`` and
  236. ``[i]Italics[/i]``), while others are Godot-specific and used for advanced
  237. features such as inline code (e.g. ``[code]true[/code]``), linking to another
  238. class (e.g. ``[Node2D]``) or to a property in a given class (e.g.
  239. ``[member Node2D.position]``), or for multiline code blocks. Example::
  240. Returns a color according to the standardized [code]name[/code] with [code]alpha[/code] ranging from 0 to 1.
  241. [codeblock]
  242. red = ColorN("red", 1)
  243. [/codeblock]
  244. Supported color names are the same as the constants defined in [Color].
  245. In the above example, ``[code]name[/code]``, ``[code]alpha[/code]``, and
  246. ``[Color]`` should *not* be translated, as they refer respectively to argument
  247. names and a class of the Godot API. Similarly, the contents of the
  248. ``[codeblock]`` should not be translated, as ``ColorN`` is a function of the
  249. Godot API and ``"red"`` is one of the named colors it supports. At most, you can
  250. translate the name of the variable which holds the result (``red = ...``).
  251. Note also that in the XML, each line is a paragraph, so you should not add line
  252. breaks if they are not part of the original translation.
  253. .. seealso::
  254. See our documentation for class reference writers for the :ref:`list of
  255. BBCode-like tags <doc_class_reference_bbcode>` which are used
  256. throughout the class reference.
  257. Offline translation and testing
  258. -------------------------------
  259. While we advise using the Weblate interface to write translations, you also have
  260. the possibility to download the PO file locally to translate it with your
  261. preferred PO editing application, such as `Poedit <https://poedit.net/>`__ or
  262. `Lokalize <https://userbase.kde.org/Lokalize>`__.
  263. To download the PO file locally, browse to the translation overview for your
  264. language, and select the first item in the "Files" menu:
  265. .. image:: img/l10n_07_download_po_file.png
  266. Once you are done with a series of edits, use the "Upload translation" item in
  267. that same menu and select your file. Choose "Add as translation" for the file
  268. upload mode.
  269. .. note::
  270. If a significant amount of time has passed between your download of the PO
  271. file and the upload of the edited version, there is a risk to overwrite the
  272. translations authored by other contributors in the meantime. This is why we
  273. advise to use the online interface so that you always work on the latest
  274. version.
  275. If you want to test changes locally (especially for the editor translation), you
  276. can use the downloaded PO file and :ref:`compile Godot from source <toc-devel-compiling>`.
  277. Rename the editor translation PO file to ``<lang>.po`` (e.g. ``eo.po`` for
  278. Esperanto) and place it in the ``editor/translations/`` folder
  279. (`GitHub <https://github.com/godotengine/godot/tree/master/editor/translations>`__).
  280. You can also test class reference changes the same way by renaming the PO file
  281. similarly and placing it in the ``doc/translations/`` folder
  282. (`GitHub <https://github.com/godotengine/godot/tree/master/doc/translations>`__).
  283. Localizing documentation images
  284. -------------------------------
  285. The online documentation includes many images, which can be screenshots of the
  286. Godot editor, custom-made graphs, of any other kind of visual content. Some of
  287. it includes text and might thus be relevant to localize in your language.
  288. This part is not handled via Weblate, but directly on the `godot-docs-l10n
  289. <https://github.com/godotengine/godot-docs-l10n>`_ Git repository where the
  290. documentation translations are synced from Weblate.
  291. .. note::
  292. The workflow is not the most straightforward and requires some knowledge of
  293. Git. We plan to work on a simplified Web tool which could be used to manage
  294. image localization in a convenient way, abstracting away these steps.
  295. To translate an image, you should first locate it in the original English
  296. documentation. To do so, browse the relevant page in the docs, e.g.
  297. :ref:`doc_intro_to_the_editor_interface`. Click the "Edit on GitHub" link in the
  298. top right corner:
  299. .. image:: img/l10n_08_edit_on_github.png
  300. On GitHub, click on the image you want to translate. If relevant, click on
  301. "Download" to download it locally and edit it with an image edition tool.
  302. Note the full path to the image as it will be needed further down (here
  303. ``getting_started/step_by_step/img/project_manager_first_open.png``).
  304. .. image:: img/l10n_09_path_to_image.png
  305. Create your localized version of the image, either by editing the English one,
  306. or by taking a screenshot of the editor with your language, if it's an editor
  307. screenshot. Some images may also have source files available in SVG format, so
  308. you can browse the ``img/`` folder which contains them to check for that.
  309. Name your localized image like the original one, but with the language code
  310. added before the extension, e.g. ``project_manager_first_open.png`` would become
  311. ``project_manager_first_open.fr.png`` for the French localization.
  312. Finally, on godot-docs-l10n_, recreate the same folder structure as for the
  313. original image in the ``images`` subfolder
  314. (`GitHub <https://github.com/godotengine/godot-docs-l10n/tree/master/images>`_),
  315. and place your translated image there. In our example, the end result should be
  316. ``images/getting_started/step_by_step/img/project_manager_first_open.fr.png``.
  317. Repeat this for other images and :ref:`make a Pull Request <doc_pr_workflow>`.